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Samsung Mobile Apps Classroom Presentation Guide

Samsung Mobile Apps Classroom Presentation Guide. Overview of the Program. Introductions Program Outline. Agenda. Part 1 Overview Activity #1 The Market App Showcase Discovery – The Idea Activity #2 Define the Plan Wrap-up. Part 2 Activity #3 Define - The Plan 2 Design

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Samsung Mobile Apps Classroom Presentation Guide

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  1. Samsung Mobile Apps Classroom Presentation Guide

  2. Overview of the Program • Introductions • Program Outline

  3. Agenda • Part 1 • Overview • Activity #1 • The Market • App Showcase • Discovery – The Idea • Activity #2 • Define the Plan • Wrap-up • Part 2 • Activity #3 • Define - The Plan 2 • Design • Activity #4 • Development • Testing • Marketing your app • Wrap-up

  4. Activity #1 Commonalities • Build the teams • Read the name on your card • Find students that match • Form a group

  5. Samsung Galaxy Product Portfolio • http://youtu.be/jh3N_9Vd8Us

  6. The Market Content and Experience Rule Print Books • Immersive, long-flowing narrative • Connects story to reader’s imagination • INTERACTION: Little to none Print Magazines • Mix of bite-sized articles, long-form stories and photo essays • INTERACTION: letters to editor/staff Television • Visual entertainment • INTERACTION: none, yet Websites/Blogs • Info, articles, video, audio, etc. • Very DIY • INTERACTION: create your own, ability to comment, share via social media, etc. Mobile/New Media • All of the above but can access from anywhere at any time. • Inherently social and interactive • Connects many ideas and technologies • ... is the King of Content

  7. The Market • How mobile is changing behavior? • Lean back surfing on tablets • Forrester report: 85% of tablet owners in the U.S. use while watching TV • Less talking and more texting • Demanding any information I need, wherever I want it, whenever I want it • What do you do with your mobile phone or tablet?

  8. The Market • 5.3 billion mobile users • (7 billion people in the world) • 90% of the world has mobile coverage Source: digitalbuzzblog.com | onlineschools.org | onedeviceresearch.com | canalys.com | inner-active.com |

  9. The Market

  10. The Market • Entertainment, information, and social are the top reasons people stay connected Source: digitalbuzzblog.com | onlineschools.org | onedeviceresearch.com | canalys.com | inner-active.com |

  11. The Market • Mobile Internet will overtake desktop Internet by 2015 Source: digitalbuzzblog.com | onlineschools.org | onedeviceresearch.com | canalys.com | inner-active.com |

  12. The Market

  13. The Market • What is an app? • Web app • Facebook app • Mobile app • Basically, an app is a standalone software program integrated into a platform.

  14. The Market New Mobile Tech • M-commerce • NFC (Near Field Communication) • Augmented Reality (AR) • QR Codes • Object Recognition

  15. The Market M-Commerce • Growing use of smartphones and tablets to make purchases • Forrester reported approx. 38% of owners used their phone to buy something as of November 2011

  16. The Market NFC (Near Field Communication) • http://www.youtube.com/watch?v=6tBAB5ls5vM

  17. The Market Augmented Reality (AR) • http://www.youtube.com/watch?v=Uh7eQkV0dLM

  18. The Market QR Codes • Act as markers • Connect to digital content

  19. The Market Object Recognition Example: Aurasma

  20. The Market • Careers that involve mobile and tablet apps • Software Engineering • Hardware Engineering • Chemistry • Hardware Product Design • Software Product Design • Programming • Creative • Advertising • Many, many more…

  21. App Showcase • What do you use? • What have you heard of? • How do you hear about cool apps?

  22. App Showcase Social

  23. App Showcase Gaming

  24. App Showcase Entertainment

  25. App Showcase Magazine/News

  26. App Showcase Utility

  27. Creating an App

  28. 5D Process to Launch

  29. Process—5Ds • Discover • Learn everything you can • The market • The competitors • Who you are selling to • Access to resources

  30. Process—5Ds Define • Plan the idea • Think through a Functional Specand put it on paper • Plan your timing • Plan for hiccups

  31. Process—5Ds Design • Get a rough-sketch concept • Test it with friends, family, others • Create the primary screens

  32. Process—5Ds Develop • Use the creative and have the code built to plan • Have other screens created • Integrate these into the build • Test

  33. Process—5Ds Deploy • Release a tested version • Monitor what people are saying • See what works, what breaks Build the next version

  34. Discovery—The Idea • What makes a good idea? • Ideas can come from anywhere • Good ideas have to fill a need or create a desire • Where did digital social media come from? • Did we need it or did we learn to desire it?

  35. Discovery—The Idea • Envision the final product • What does it do? • How do you interact with it? • Is it for a single purpose or will I expand it? • Then work backward through the steps to get there.

  36. Discovery—The Idea What is already in the market? • Know your competition • Find a way to be better, faster, smarter • Build a better mousetrap

  37. Discovery—The Idea What resources do you need? • Time • People • Money

  38. Discovery—The Idea • What resources do you need? • Time • Are you full-time on the project? • Are you part-time? • Be realistic. Everything takes more time than expected.

  39. Discovery—The Idea What resources do you need? People • The number-one most difficult resource to find is the right people • Pay, trade, or include - Pay for the work - Trade for something you can give them - Include them in your business • Creative • Development • Marketing

  40. Discovery—The Idea • What resources do you need? • Money • Always available for the right idea • Know how much you’ll need • New funding sources like Kickstarter.com - Crowdsourcing an investment in the ideas

  41. Activity #2 Activity Visualize an idea and then present

  42. Define—The Plan • Creative Brief • Define the project • Audience • Tone • Identity elements like colors, fonts, logos • Features and benefits • Special aspects that need to be considered

  43. Part 1—Wrap-up • What we learned from Part 1 • The Market • Process • Discovery • The Idea • Define – Part 1

  44. Part 2—Agenda • Activity #3 • Define - The Plan 2 • Design • Activity #4 • Development • Testing • Marketing your app • Wrap-up

  45. Activity #3 • The Creative Brief • Group Exercise • Work the idea from Activity 2 through a Creative Brief exercise • Present the Creative Brief to the group

  46. Define User Journey • User experience (UX) • Interaction between the device and user • User interface (UI) • The layout of the objects on the screen

  47. Define User Journey • Display/create a user journey

  48. Define • Functional Specifications • Road map of the app’s workings • Can contain the technical documentation • Used by teams to understand the app before it gets developed • Used by development to ensure they are getting all the pieces necessary for building

  49. Define Wireframes • Screens that show UI • All screens are created as a wireframe before development

  50. Design • User Interface (UI) and User Experience (UX) • Creative Strategy • Entertainment, utility, reference, etc. • Who is your target audience? • Tactical Screens • Home page • Drill-down pages • Primary screens • Secondary screens

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